Today I learned Johnathan actually knows iconic nerf blaster models and doesn’t just lump them all as “nerf gun”, hats off to the ubiquitous Maverick REV-6
I mean, he is Keeper of Firearms and Artillery at the Royal Armouries Museum in the UK, Which Houses a Collection of Thousands of Iconic Weapons From Throughout History, it is his job to remember the most important guns of history.
@@flameconvoy7424 No kidding, it does look like it! Maybe someone at Nerf was into 40k? Although Jonathan was referencing the rotating gribbly on the plasma pistol, I think.
@@IrregularDave I like how you added the cybernetic eyepiece there, in the thumbnail. So Jonathan can aim with the HUD-displayed drop compensators, rangefinders, thermal... y'know, the lot.
So part of the 40k thing that answers a lot of the "why are thy using things that are redundant/poorly-designed" in Imperial gear is tradition and lack of understanding. They don't _know_ why they build things they way they do, the actual technology and designs have been lost to the ages, with factory production being a religious ritual. These are people where standard gun care involves praying and waving incense over the thing. Design flaws are seen as required parts of the holy artifact, and to try to correct or improve them heresy. The Adeptus Mechanicus are quietly trying to push things forward, but it's a minefield of zealotry for them. Human tech does NOT advance in the 41st millennium.
@@JonathanFergusonRoyalArmouries Mm. One notable example is that the macro cannons on the starships are loaded by hand a lot of the time. They can't install an autoloader, because one is already there, but its inactive. This isn't all 40k starships (because almost nothing in 40k is standardised) but its there. So you've got chain gangs of conscripts hauling massive shells into the breech of these cannons despite an autoloading system being there, because it was built with it installed but not with the parts needed to turn it on.
To add on, it also depends on the Forge World where the weapon was created. While innovation is heretical to the machine cult, adjustments to existing designs is fine-ish. That's why there's different patterns for the same gun. This is notably showcased in the game Darktide, where there's mutiple patterns of the same weapon from Forge Worlds such as Accatran, Argripinaa, and one we all know, Graia, for examples. Also, contrary to popular belief, Human tech does advance, and I don't mean just Cawl and his creations, but proper progress. It's just slow and dependent on the Forge World, because as religion is, different Forge Worlds interpret scripture differently, or are just more progressive compared to others. Weshammer made a pretty good deep dive on Mechanicus Forge Worlds expanding on thi.
Not to mention that even if they have half-decent schematics on how to build lost tech, they can't because the means of assembling the tech are lost for one reason or another. Can't assemble Martian heat rays if the city-block sized factory with all of the specialized machinery to assemble it are gone.
I think the Q&A section is a wonderful new addition to the usual episodes! It's nice to hear more from Jonathan's own personal thoughts that we otherwise wouldn't get. Hearing the childhood origins of his path to being a firearms curator was especially comforting to me, many of us were much like Jonathan when we saw guns on media and read books about 'em as kids... though now Jon's authored his own books about guns too, so it's come full circle X3
My theory of why space marines lean in like they're iron-sighting is a haptic zoom control. When you're upright, the HUD shows you weapon trajectory in a cone of probability based on where you're pointing it. Makes shooting from the hip relatively accurate. But when you raise the weapon to "look down the sights" your HUD brings up a gun's-eye-view with an exact crosshair of where the shot will go if loosed in that moment.
I’d like Jonathan to look at the guns of the Valkyria Chronicles series, please. Maybe you could bring Fam back in, make it a tank expert/weapons expert crossover!
that could actually be a really good episode, those weapons are leaned heavily on WW1 and can be easily viewed in the in game glossary plus i want to see his reaction to the anti tank weapons.
If they managed to convince Dr Capwell to chime in with his analysis on the uniforms of all factions, then I can die happy because I've just witnessed the perfect trifecta.
Hilariously, what Johnathan is describing (or at least a large portion of it) during the Plasma Incinerator segment is actually in-universe things that are built into a Space Marine's HUD.
Some factions have reasons of why they adorn their weapons and armor with decoration, the blood Angels love doing art and poetry to keep their curses at bay and so the art includes making their personal weapons a canvas 😁 also the parchment looking ones are called purity seals and I think almost every space marine chapter uses them! Hope that cleared it up
I think something that should be mentioned is that while you play as a superhuman Space Marine and use these weapons, some of them are also used by regular humans. So buttstocks and ironsights would be used by special weapons troopers too, who would be just normal humans.
Funny, and I know they just used the TT models, but the plasma pistol? Totally can see where stock has been removed/would be if a normal human was using it.
@@PutYourQuarterUpGamingthere are smaller versions specifically designed for regular humans. So a guardsman won’t use a plasma incinerator, but a plasma gun instead.
This is a very questionable statement, SM and Normal Humans are very different scale-wise. Humans wouldn't be able to hold SM weapons due to the weight and bulk. SM probably couldn't even use normal Human weapons because of how small they are. The Bolters and Plasma Guns used by the Imperial Guard are different, specifically that they're smaller than those used by SM.
Agreed, the first game was so memorable for me. I think the franchise went on to continued success but the first one was just huge for me personally. I think at that time we weren't sure if there could be new successful franchise/universes added to the fps market. They did a good job, I think even the trailers were quite gripping.
Fun fact: the rotating “breech” on the plasma pistol/incinerator and auto boltgun is actually named, called an “Overcharger”, however it’s yet to be explained what its purpose in the process of firing actually is. Some people have theorized it’s some kind of power recycler or gyroscopic recoil reducer, reducing recoil with centrifugal force.
The reason you'd shoulder the firearm with a HUD type aiming system would be to follow the principles of marksmanship. Just because you don't need to look down the sights, doesn't mean you don't have to hold the weapon steady. They probably would also lean their head towards the weapon to make sure their point of aim is more aligned with the weapon to be as accurate as possible.
The fun thing is, if you asked an Astartes or guardsmen why a gun had some of the features they did, they would shrug and say "I don't know, ask the tech priest" and if you asked a tech priest they would say " FROM THE MOMENT I UNDERSTOOD THE WEAKNESS OF MY FLESH IT DISGUSTED ME....." and you would get a lecture about the Omnissiah, and no answer to your question.
This is the thing. The Mechanicus wouldn't dare to question why a certain feature is on a weapon. That would be heretical. Especially the Emperor's wrath, the Bolt Gun.
Ferguson himself replied to this, btw. As I was going to say originally, the techpriest would simply say "It is the will of the Omnissiah." Or some variation and leave it there.
Please Jonathan Ferguson, the keeper of Firearms & Artillery at the Royal Armouries museum in the UK, deconstruct & analyze the weapons of *METAL GEAR SOLID 3* before the remake comes out. So many weapons in MGS3 to react and comment on like;- - The Patriot's infinite ammo and drum magazine resembling an (∞) symbol as well as the tumbling bullets. - The EZ tranq gun based off a Liberator pistol. - Snake's customized officer M1911A1 and him whittling the pistol grip to use a knife for CQC. - Ocelot's dual Single Action Army and his revolver juggling skills. - The End's custom paratrooper Mosin Nagant with tranquilizer rounds. - The Davey Crockett recoil-less nuclear launcher. - Eva's chinese Type 17 mauser clone with her "bandit shooting" technique. - Tatyana's single shot lipstick pistol. - Volgin using his electricity to ignite and fire off 7.62mm bullets from his hands. - The Boss's quick ability to disarm and disassemble Snake's pistols. These are a few examples and there are so many more other interesting trivias and weapons in MGS3 so please Dave and Jonathan, please consider making a video for MGS3.
16:29 Jonathan's description here of his childhood experiences inspiring his interest in firearms is basically identical to my own. My Grandfather had an interest and had an illustrated copy of a 5-volume book called "Weapons of War" which I would read ad nausium whenever I went to their place.
I think my favourite part of this series is watching Jonathan and Dave develop their friendship over the years. It's awesome to learn about the firearms and guns depicted in our favourite games but it warms my heart to see how the banter between these two has evolved and grown. It shows a great connection that speaks to more than just professionalism and it greatly improves the quality of the series. Good job, boys, carry on.
12:20 space marine's backpacks are essentially giant coolants for their bodies. so the hoses from their backpack to the heavy weapons are meant to help keep them cool, as im sure they generate a lot more heat compared to modern day machine guns
I'm 90% sure that the heavy bolter hose is actually supposed to be a bullet feed from a backpack but they just didn't model a seperate version for the bolter. The heavy bolter doesn't actually use a magazine, which implies it is in fact a belt feed from the backpack. I think that one is entirely an asset budget limitation rather than a deliberate design choice. And I've seen the backpack bullet feed in miniatures.
@@ASpaceOstrich Oddly enough, the primaris heavy bolter has a box mag but cabling coming from the backpack, but the old devastator heavy bolter is belt fed from specially modified packs. Odd design choice for an "upgrade". @BrianStuf The backpacks are the power source for their armor, essentially mini reactors. They make the armor easier to move in but also regulate things like stims, atmosphere, and sensors.
I'd like to see Jonathan take a look at the guns from Witchfire. It's a Medieval fantasy FPS, but the guns are quite stylized 19/20th century designs, with some magic elements as well. It just released on Steam in Early Access.
Hi Jonathan, thanks for the shout out for the Lithgow Small Arms museum robbery. I live very close to them and I know they were devastated at the loss. A number were recovered but there are still a lot out there. The worst part was they were being reverse engineered to return them to functional status. The idea of irreplaceable historical artifacts being turned into sub par killing machine just because it was easier to steal museum exhibits than actual functioning firearms from the factory next door is disgusting.
It'd be great if Jonathan looked at the new M3 Carbine Night Vision that was recently added to H3VR, it looks like the best representation of prototype night vision in a game.
my Magnacore Plasma Rifle has holographic sights, but it is mounted not on top of the rifle, but kind of to the side (which makes sense because of how big plasma "rifle" is compared to normal human-sized rifle).
Thanks very much Jonathan, Dave and team. I love the art of all those 40K designs. So-called "plasma" is usually sci-fi space magic of course but I did notice quite a lot of recoil from those plasma weapons - almost like they were firing heavy solid projectiles.
I'll always watch these videos with Dave and Johnathan Ferguson, the Keeper of Firearms and Artillery at the Royal Armouries Museum in the UK, which houses dozens of weapons from throughout history through to the end. This is one of my all time favorite ongoing series on RUclips. Cheers, guys!
19:07 If anyone searches among the comments for this information, Andrew Bradbury is the name of the artist, he also worked on Halo’s weapons and vehicles - as well as other things - before that, he’s super good at what he does.
12:20 The flexible hose leading from the heavy bolter to the backpack is a power feed linking the gun's motor to the miniaturized fusion reactor inside the pack. Unlike the standard bolter which is recoil-operated, the heavy bolter is driven by an electric motor (technically making it a kind of autocannon) that chambers rounds as well as actuates the drum magazine. The thickness of the hose is due to it having an armored sheath, as if this was severed the gun would cease functioning. This is also why in-game the heavy bolter's fire rate increases as the trigger is held, it is the motor spooling up.
One quick thing that was mentioned in the last video about Space Marine weapons not using straps: The Devastation of Baal, chapter 5 p.73 And I quote: "A boxy stormbolter hung from a strap around his right shoulder" Just saw your vid pop us as I was reading so I thought I'd let ya know
>4:30 spacehulk deathwing shows this with the terminator suits and weapons, the "scope" on the gun is not a scope, but an aiming device, the interface is directly into the brain, so you essentially seeing the crosshair move across your field of vision as you move the gun
Back in the DERA days, they attempted HUD sights etc... but it couldn't compare to the stability of the standard way of aiming in which the rifle is an extension of the arm in line with the MK1 eyeball.
Those cables from the backpack are a remant of ye olden days when the Heavy Bolter fired "caseless" ammo. As the same suggests those are the cables that connects the gun with the power generator that provides the energy necessary to fire the ammo. But at some point in time it kinda got forgotten that it was supposed to the caseless ammo and now we have heavy bolter spewing out casings and the cablings still there.
Suggestion for an update video for Squad. Since the last video the PLA, Turkish Land Forces, Russian VDV, and update to the Irregular Militia faction. The latest update even added an MP5 along with a bunch of new guns with the new PMC faction. Some small arms that have been added since the last video of note would be: M27 IAR - US Marines Automatic Rifleman kit QBZ95-1 - PLA Rifleman kit AK-12 - VDV Rifleman kit AS-VAL - VDV Scout kit MPT 76 -TLF Rifleman kit MKE MGL - TLF Grenadier kit SOR-109T - TLF Jandarma kit MG3 - TLF Machine Gun kit FN FAL with HE and AT rifle grenades- IMF Ambusher kit Vz 61 Skorpion - IMF crewman kit HK MP5 - PMC Raider kit M14 - PMC Rifleman kit AK 101 - PMC Rifleman kit M16 w/ Magpul furniture - PMC rifleman kit M4 w/ Daniel Defense furniture - PMC rifleman kits M320 GLM - PMC Grenadier kit M134 Minigun - PMC mounted on a light technical
I really do like the Q&A section, nice to just have a casual conversation between Dave and Jonathan Ferguson Keeper of Firearms and Artillery at the Royal Armouries Museum in the UK, Which Houses a Collection of Thousands of Iconic Weapons from Throughout History, even if short. (Also, I have gotten really good at typing out that entire name.)
I would truly love to see Jonathan Ferguson, Keeper of Firearms & Artillery at the Royal Armouries in the UK react to Generation Zero, the guns look good and seems wel recreated. Also the resistance trilogy
Worth noting that marine weapons like bolters etc used to be stated as having a targeting system built in that linked the helmet directly to a small device above the barrel - GW even made a life size terminator helmet with a small screen fitted within, linked to a storm bolter with a camera built into the small protuding nub above the barrels. This was also shown on older weapon schematics.
Please Jonathan Ferguson, the keeper of Firearms & Artillery at the Royal Armouries museum in the UK, deconstruct & analyze the weapons of *METAL GEAR SOLID 3* before the remake comes out. So many weapons in MGS3 to react and comment on like;- - The Patriot's infinite ammo and drum magazine resembling an (∞) symbol as well as the tumbling bullets. - The EZ tranq gun based off a Liberator pistol. - Snake's customized officer M1911A1 and him whittling the pistol grip to use a knife for CQC. - Ocelot's dual Single Action Army and his revolver juggling skills. - The End's custom paratrooper Mosin Nagant with tranquilizer rounds. - The Davey Crockett recoil-less nuclear launcher. - Eva's chinese Type 17 mauser clone with her "bandit shooting" technique. - Tatyana's single shot lipstick pistol. - Volgin using his electricity to ignite and fire off 7.62mm bullets from his hands. - The Boss's quick ability to disarm and disassemble Snake's pistols. These are a few examples and there are so many more other interesting trivias and weapons in MGS3 so please Dave and Jonathan, please consider making a video for MGS3.
The Backpacks as you called them are portable fussion generators that power the Armor of the Marine but can also provide power for some weapons like for example the Multi-Melta. Backpack designs with Ammo Belts seemingly also exist but look different as the ammo is set beliw the reactor
I'd be intrigued to see what John thinks of the weaponry from Witchfire. On one hand, the typical firearms seem feasible and grounded, but on the other, magic stake launcher crossbow.
In regards to the hoses on the heavy bolter, they're cables. That backpack is the whole power unit and exhaust for the entire suit of power armor, and part of the reason that the heavy bolter can fire so quickly is because not striker fired rounds; they're fired by an electric impulse
About the heavy bolter and autobolt heavy bolt rifle, the good explanation is the gun is motor assisted loading. If you look closely, the heavy bolter, and auto bolt has a spinning thingy, that would be it. I believe the box magazine was design like that similar to the ww2 japan army mg that can be feed with rifle clip, in this one the ad-mech design that, the box house an revolving chamber/lift and the motor spins pull the round into chamber and fire.
Dear Mr. Furguson, if a part 3 for this game is as possible, I would like to suggest that you take a look at the equipment used by the imperial guard troops seen through the game, including vehicle weapons if that’s not beyond the scope of the show. There’s a number of different armaments which are not used by the Space Marines but are very common and iconic throughout the setting of 40k and the factions of the Imperium, from the humble lasgun to the weapons of the Chimera APC to the mighty Leman Russ Main battle tank. In addition, as others have mentioned, several weapons used by the Space marines are used in smaller scale or different configs for the normal humans, one example being the plasma pistols being convertible into a shoulder fire version used by infantry.
Fun little chitchat at the end of the video about having sort of balance out of realistic, historical and scifi guns. There's a little bit of reality and a lot of sci-fi in the guns of Deus Ex, mostly the Jensen games, that I think Jonathan would absolutely love (I believe he has talked about once or twice)
for Jonathan, theirs footage in the old dawn of war warhammer 40k games on pc... i think its the one where necrons dlc came out, the intro video shows the space marine looking at the necrons and you can actually see where his gun is aiming vs where hes looking as the gun sight moves around his vision. It really depicts that they do have the ability to not need sights, or aiming, and as for the ones with no helmets they often have implants that do the same function and or they aim by instinct.... but the reason for the iron sights is simply backup. Nothing beats a good old iron sights backup incase some warp shenanigans happens to mess up your helmets link to its weapon. As for why these aim in this game? id simply say gameplay mechanics to show the player your zooming in, or they could enforce the aiming reguardless to get them acustomed to it. (i think the dawn of war was soulstorm i think... dawn of war warhammer 40k had a few dlc stand alone games) ((oh and not dawn or war 2 or 3, i mean the original dawn of war))
I'm so happy to get the Q&A section. Also, I want to hop on the Valkyria Chronicles band wagon. I think there will be a weapon or two in that game that piques Jonathan's interest, or, at the very least, will give him something to talk about.
12:08 There may be a reason for that, though I am not so sure if it is correct. The backpack is basically a generator for the armor, powered by a Nuclear Core, and generates energy for the armor. The Heavy Bolter is a bit different than other Bolters in the sense that it also needs to be powered to work properly, which is why many armored vehicles have them on their hull. So the reason might be that the tubes are actually wires that circulate electricity through the Heavy Bolter to power it and make it work proper.
So the hose things attached to some of the guns is actually a power supply cable from their backpack which acts as their suits reactor. In the case of the multi-melta its typically put in place where the ammo port is so it might be a slight design oversight. Some heavy Bolters do have it too but functionally one can only make assumptions what it does. Far as the magazines go its assumed the marine's maglock their spare mags to themselves so one can assume they also stay in the gun by some kind of maglocking as well.
Can I say how much it improves my experience, as a 40k fan, that Dave knows his astartes. When jonothan brought out the cut out I was like "oh breacher squads" and its lovely that Dave can bring that up in the video Also, thanks to Jonothan for trying to engage in what is often a comically daft universe as to why ironsights, given the brutality of marine combat, I guess its good to have a "everything has broken" fall back. But I guess as gamers we're too used to aiming using sights
AFAIK the "hammer" of a bolt weapon is actually an internal piezoelectric ignitor. That thing on the back is to help disassemble them for maintenance and repairs.
Fun fact with the heavy bolter, the old design had it fed from a backpack. For primaris they changed it, but obviously didn't want to lose that badass silhouette so just stuck some "cooling" tubes connected to the backpack
7:56 I think it depends on the artist depicting it, since in Darktide, the back of the boltgun does move when fired. In other depictions, it's a solid mass.
A lot of the accoutrements on the plasma gun may be due to it being available as both a rifle for Space Marines and a sort of squad support weapon for regular human troops. As opposed to the Bolter, which comes in both base human and Space Marine scales, with the two being essentially different weapons.
Jonathan Ferguson, the keeper of Firearms & Artillery at the Royal Armouries museum in the UK, seems to have forgotten that dramatically aiming down the sights fits the "rule of cool!" that makes Space Marines epic.
Do a part 3 where he has to figure out tyranid weapons, please. "This hunk of rotten meat reminds me of the Italian Fucile Mitragliatore Breda modello 30" "This loading spider which tears the carapace off the fleshborer grub exposing its spontaneously igniting innards to the air reminds me of the feed mechanism of the French Chauchat .30-06"
despite its mobile origins, the animations on guns in "blue archive" is actually pretty good, could be a fun time looking at the wide assortment they have avalible in the game. boud to be a few that have yet to get shown off
I would love to see Jonathan take a look at the guns from the game Conqueror's Blade as they are more typical of early firearms technology to Napoleonic era technology. He can also look at the artillery in the game as well. Getting the armour expert back on to look at the armours of the units in the game would be a treat too!
Reasons for aiming down sights where you have targeting in your helmet 1: looks better in gameplay. It's warhammer thats a valid reason. 2: the targeting in your helmet can compansate for a lot, but it's probably significantly more accurate to know exactly where your gun is aiming by using the sights, and then having your targeting optics be your rangefinder and night vision and whatnot 3: in a target rich environment, the helmet optics may be overwhelmed trying to target any individual bug, so sticking them on the low setting and aiming doen sites is quicker and more accurate. 4: for scoped ones, thats easy, your helmet has limited space for sights, so sticking a scope on the bolt rifle lets you see things way further away than the minimal assistance offered by the helmet. There's really no need for it with in game scenarios, but lore wise you do get multi kilometre shots.
I think that even with HUD in the helmet/eye augment, the guns should still have a sight, so the soldier could still aim and fire normally if the system somehow malfunctions.
Warhammer guns use magnetics and gravity influencing mechanics for their magazines. Springs are extinct. Also, there are features on space marine guns that are left over from the Horus heresy when people actually made improvements and attachments for the bolters etc..
If helmet auspex fail, its good to have a backup on your gun, also the power armor helps stabilize the guns. These weapons have to be used by different people, sometimes regular humies too in trenches or stronghold positions or vehicles, thats why they have stocks and aiming reticles etc. Space marines have to do all the things with their hands, not just shoot, tho you still can have weapons on your armor, like calgar has.
I think one reason for why weapons have features that clash is that the individual parts are not manufactured together. Not that they are modular but the same way that car parts between different models are the same and just assembled differently. I can definately see a carry handle for a Space Marine weapon still being used for an Imperial Guard weapon team's equipment. You're right the Heavy Bolter should have an ammo backpack. I think the devs did this because on the table top each heavy weapon had a distinct backpack but in this game you can change weapons mid level.
12:00 The Heavy Bolter - perhaps the backpack *is* an ammunition tank but it feeds them nose-to-tail through the hose-like link, rather than side-by-side like a belt.
4:30 point shooting could be possible cause space marines live for thousands of years and almost all the time fight so the muscle memory would be insane
@4:16 This is mostly an inconsistency between lore and gameplay. In the lore Space Marines hip fire since their guns and helmets sync targeting data, this also allows those big pauldrons to act as a shield for the marine's upper body. In the games they substantially downsize the pauldrons for "better" looking character models and go for more traditional aim down sights style gameplay, since that is what most people are familiar and comfortable with. Space Marines actually consider it a really dumb idea to aim down sights since it requires you to lift those massive pauldrons up, thus exposing a substantial amount of your torso to enemy fire.
The first weapon you use in the game is a Deathwatch bolt bistol. The eye lense of the scope is replaced with a big cable. Despite not being able to look through it if he wanted to, your character will still aim down sights if you zoom in.
Actually that is a backpack ammo chute and the box below was supposed to be for alternative ammo types on the alternative heavy Bolter. So from the backpack you get regular bolter ammo and from the box on the bottom you would get anti-infantry or special anti armour versions of the bolter shells.
It's incredibly cool that Johnathan gets approached by people like the team behind Alien:Romulus. Suspension of disbelief can only go so far, so having something that looks right helps.
The things on the bottom of the Plasma Incinerator are the ammo. Those are bottles of the liquid that the gun converts into plasma and stores in the glowing chamber along the barrel.
I'd like to see you do a breakdown of the weapons of snowpiercer. (Preferably the TV show as there's more but the film has a few nice things.) I think Jonathan would particularly like the brakeman's riot shield. (I think it only shows up at the end of series 3 as I don't remember seeing the jackals use it.) It's a small circular shield strapped to the arm but the interesting bit is the "batton lock?" on the front. It lets you rest the batton on the other side of the shield and lock the two together. The ability to switch between a small shield with the strength of both arms and the utility of being able to separate them. It's well designed for the hold and clash combat snowpiercer becomes accustomed to.
Praise the Omnissiah, more wisdom from Archmagos Ferguson.
Oh, he'd be lucky to rank Enginseer.
@@DamnDaimen Heresy!!! ;)
Jonathan is more of an autosavant than a techpriest.
Aye, he is good at showing da dakka sticks. *Learns in and whispers* just don't tell da meks.
Grand Achivist of the Departmento Munitorum
Today I learned Johnathan actually knows iconic nerf blaster models and doesn’t just lump them all as “nerf gun”, hats off to the ubiquitous Maverick REV-6
For good reason. That thing rocked. It was surprisingly accurate for shooting foam darts. I remember trying to nail bullseyes from across my house.
Shame he didn’t mention the bolt pistol looks exactly like the recon cs-6 without attachments
I mean, he is Keeper of Firearms and Artillery at the Royal Armouries Museum in the UK, Which Houses a Collection of Thousands of Iconic Weapons From Throughout History, it is his job to remember the most important guns of history.
@@flameconvoy7424 No kidding, it does look like it! Maybe someone at Nerf was into 40k?
Although Jonathan was referencing the rotating gribbly on the plasma pistol, I think.
@@flameconvoy7424 Benificent Emperor! You're right!
neato, so the reason why Dave makes Jonathan hold his hands out so he could photoshop in the game's gun for the thumbnail
They couldn’t just show the gyrojet in every episode 😆
This might be one of my favourite thumbnails
@@IrregularDaveit's definitely mine lol
@@IrregularDave I like how you added the cybernetic eyepiece there, in the thumbnail.
So Jonathan can aim with the HUD-displayed drop compensators, rangefinders, thermal... y'know, the lot.
So part of the 40k thing that answers a lot of the "why are thy using things that are redundant/poorly-designed" in Imperial gear is tradition and lack of understanding. They don't _know_ why they build things they way they do, the actual technology and designs have been lost to the ages, with factory production being a religious ritual. These are people where standard gun care involves praying and waving incense over the thing. Design flaws are seen as required parts of the holy artifact, and to try to correct or improve them heresy.
The Adeptus Mechanicus are quietly trying to push things forward, but it's a minefield of zealotry for them. Human tech does NOT advance in the 41st millennium.
I love this concept.
@@JonathanFergusonRoyalArmouries Mm. One notable example is that the macro cannons on the starships are loaded by hand a lot of the time. They can't install an autoloader, because one is already there, but its inactive. This isn't all 40k starships (because almost nothing in 40k is standardised) but its there. So you've got chain gangs of conscripts hauling massive shells into the breech of these cannons despite an autoloading system being there, because it was built with it installed but not with the parts needed to turn it on.
To add on, it also depends on the Forge World where the weapon was created. While innovation is heretical to the machine cult, adjustments to existing designs is fine-ish. That's why there's different patterns for the same gun. This is notably showcased in the game Darktide, where there's mutiple patterns of the same weapon from Forge Worlds such as Accatran, Argripinaa, and one we all know, Graia, for examples. Also, contrary to popular belief, Human tech does advance, and I don't mean just Cawl and his creations, but proper progress. It's just slow and dependent on the Forge World, because as religion is, different Forge Worlds interpret scripture differently, or are just more progressive compared to others. Weshammer made a pretty good deep dive on Mechanicus Forge Worlds expanding on thi.
Not to mention that even if they have half-decent schematics on how to build lost tech, they can't because the means of assembling the tech are lost for one reason or another. Can't assemble Martian heat rays if the city-block sized factory with all of the specialized machinery to assemble it are gone.
Also humanity just didn’t linearly progress over those 40k years at all
I think the Q&A section is a wonderful new addition to the usual episodes! It's nice to hear more from Jonathan's own personal thoughts that we otherwise wouldn't get. Hearing the childhood origins of his path to being a firearms curator was especially comforting to me, many of us were much like Jonathan when we saw guns on media and read books about 'em as kids... though now Jon's authored his own books about guns too, so it's come full circle X3
My theory of why space marines lean in like they're iron-sighting is a haptic zoom control. When you're upright, the HUD shows you weapon trajectory in a cone of probability based on where you're pointing it. Makes shooting from the hip relatively accurate. But when you raise the weapon to "look down the sights" your HUD brings up a gun's-eye-view with an exact crosshair of where the shot will go if loosed in that moment.
I’d like Jonathan to look at the guns of the Valkyria Chronicles series, please. Maybe you could bring Fam back in, make it a tank expert/weapons expert crossover!
that could actually be a really good episode, those weapons are leaned heavily on WW1 and can be easily viewed in the in game glossary plus i want to see his reaction to the anti tank weapons.
If they managed to convince Dr Capwell to chime in with his analysis on the uniforms of all factions, then I can die happy because I've just witnessed the perfect trifecta.
Valkyria Chronicles has huge potential and I want it
Ouuu thats a rly good suggestion, i adore valkyria chronicles
4 might have the greatest variety as well, with the squad 7 dlc
Hilariously, what Johnathan is describing (or at least a large portion of it) during the Plasma Incinerator segment is actually in-universe things that are built into a Space Marine's HUD.
I was hoping Dave would bring that up!
Some factions have reasons of why they adorn their weapons and armor with decoration, the blood Angels love doing art and poetry to keep their curses at bay and so the art includes making their personal weapons a canvas 😁 also the parchment looking ones are called purity seals and I think almost every space marine chapter uses them! Hope that cleared it up
They do, even the wolves. Purity seals that is.
Not to mention the Dark Angels, which are basically the space marine version of The Knights Of The Round Table.
@@ShadowGhost0117 Knights of the Pound Table
That is usually how they are described, but having a relic weapon come with a description of who used it and when would fit the setting.
I think something that should be mentioned is that while you play as a superhuman Space Marine and use these weapons, some of them are also used by regular humans. So buttstocks and ironsights would be used by special weapons troopers too, who would be just normal humans.
Funny, and I know they just used the TT models, but the plasma pistol? Totally can see where stock has been removed/would be if a normal human was using it.
@@PutYourQuarterUpGamingthere are smaller versions specifically designed for regular humans. So a guardsman won’t use a plasma incinerator, but a plasma gun instead.
Also helmets get damaged and having that redundancy means a marine can still be effective when his hud is compromised
Also also, these are primaris marines. so a lot of their guns are scaled up for them and would look ridiculous in a normal guardsmans hands
This is a very questionable statement, SM and Normal Humans are very different scale-wise. Humans wouldn't be able to hold SM weapons due to the weight and bulk. SM probably couldn't even use normal Human weapons because of how small they are.
The Bolters and Plasma Guns used by the Imperial Guard are different, specifically that they're smaller than those used by SM.
Jonathan: "Nerf gun vibe."
Thank you, can never unsee.
Yeah. Bolts keep flying.
The idea of a Space Marine saying "It's Nerf or nothing!" just haunts me now.
@@comradecrusader6712 if this isn’t a line in the inevitable Nerf x GW collab, we riot!
Killzone is a franchise that has an interesting take on 24th century firearms. Love a video on Jonathan covering that series!
Agreed, the first game was so memorable for me. I think the franchise went on to continued success but the first one was just huge for me personally. I think at that time we weren't sure if there could be new successful franchise/universes added to the fps market. They did a good job, I think even the trailers were quite gripping.
That white pulse rifle from Alien Romulus was a thing of beauty - maybe one of the best looking sci-fi guns ever
Can we please have Jonathan's reaction to the Valkyria Chronicles and F.E.A.R. series.
Definitely a yes to both of these please!
I love both of these! My kid self look at the booklet and game models to see how they work........... and get distracted. 👻
God yes FEAR. That assault rifle is a part of my childhood.
We need another Helldivers gun review with the last 2 Warbonds! I especially want to see Jonathan react to the Flamethrower pistol!
@@rpglover101 Nailgun
Fun fact: the rotating “breech” on the plasma pistol/incinerator and auto boltgun is actually named, called an “Overcharger”, however it’s yet to be explained what its purpose in the process of firing actually is. Some people have theorized it’s some kind of power recycler or gyroscopic recoil reducer, reducing recoil with centrifugal force.
The reason you'd shoulder the firearm with a HUD type aiming system would be to follow the principles of marksmanship. Just because you don't need to look down the sights, doesn't mean you don't have to hold the weapon steady. They probably would also lean their head towards the weapon to make sure their point of aim is more aligned with the weapon to be as accurate as possible.
Archmagos Ferguson beloved.
The fun thing is, if you asked an Astartes or guardsmen why a gun had some of the features they did, they would shrug and say "I don't know, ask the tech priest" and if you asked a tech priest they would say " FROM THE MOMENT I UNDERSTOOD THE WEAKNESS OF MY FLESH IT DISGUSTED ME....." and you would get a lecture about the Omnissiah, and no answer to your question.
Sounds like trying to get a straight answer from H&K.
This is the thing. The Mechanicus wouldn't dare to question why a certain feature is on a weapon. That would be heretical. Especially the Emperor's wrath, the Bolt Gun.
Ferguson himself replied to this, btw.
As I was going to say originally, the techpriest would simply say "It is the will of the Omnissiah." Or some variation and leave it there.
Would love to see Jonathan react to weapons of the Killzone or FEAR series or MGS3.
Please Jonathan Ferguson, the keeper of Firearms & Artillery at the Royal Armouries museum in the UK, deconstruct & analyze the weapons of *METAL GEAR SOLID 3* before the remake comes out.
So many weapons in MGS3 to react and comment on like;-
- The Patriot's infinite ammo and drum magazine resembling an (∞) symbol as well as the tumbling bullets.
- The EZ tranq gun based off a Liberator pistol.
- Snake's customized officer M1911A1 and him whittling the pistol grip to use a knife for CQC.
- Ocelot's dual Single Action Army and his revolver juggling skills.
- The End's custom paratrooper Mosin Nagant with tranquilizer rounds.
- The Davey Crockett recoil-less nuclear launcher.
- Eva's chinese Type 17 mauser clone with her "bandit shooting" technique.
- Tatyana's single shot lipstick pistol.
- Volgin using his electricity to ignite and fire off 7.62mm bullets from his hands.
- The Boss's quick ability to disarm and disassemble Snake's pistols.
These are a few examples and there are so many more other interesting trivias and weapons in MGS3 so please Dave and Jonathan, please consider making a video for MGS3.
I’ve already asked for MGS3 dude
+1 from me to all those ideas
We need another Helldivers gun review with the last 2 Warbonds! I especially want to see Jonathan react to the Flamethrower pistol!
I second the guy's request for Valkyria Chronicles guns
We need another Helldivers gun review with the last 2 Warbonds! I especially want to see Jonathan react to the Flamethrower pistol!
I second your seconds.
16:29 Jonathan's description here of his childhood experiences inspiring his interest in firearms is basically identical to my own. My Grandfather had an interest and had an illustrated copy of a 5-volume book called "Weapons of War" which I would read ad nausium whenever I went to their place.
Oh boy, time for my weekly Cruelty Squad request!
You bet.
We don't want Johnathan to have an epileptic seizure.
It's insane how many people wants a video on this game that looks like a madman's nightmare 😅
@@ongogablogian4315a madman's nightmare is a sane man's dream
Grappendix
I think my favourite part of this series is watching Jonathan and Dave develop their friendship over the years. It's awesome to learn about the firearms and guns depicted in our favourite games but it warms my heart to see how the banter between these two has evolved and grown. It shows a great connection that speaks to more than just professionalism and it greatly improves the quality of the series. Good job, boys, carry on.
GUNS FOR THE GUN GOD, BRASS FOR THE BRASS THRONE
A brass throne would be sick.
12:20 space marine's backpacks are essentially giant coolants for their bodies. so the hoses from their backpack to the heavy weapons are meant to help keep them cool, as im sure they generate a lot more heat compared to modern day machine guns
I'm 90% sure that the heavy bolter hose is actually supposed to be a bullet feed from a backpack but they just didn't model a seperate version for the bolter. The heavy bolter doesn't actually use a magazine, which implies it is in fact a belt feed from the backpack. I think that one is entirely an asset budget limitation rather than a deliberate design choice. And I've seen the backpack bullet feed in miniatures.
@@ASpaceOstrich Oddly enough, the primaris heavy bolter has a box mag but cabling coming from the backpack, but the old devastator heavy bolter is belt fed from specially modified packs. Odd design choice for an "upgrade".
@BrianStuf The backpacks are the power source for their armor, essentially mini reactors. They make the armor easier to move in but also regulate things like stims, atmosphere, and sensors.
Imo it’s using power from the backpack, maybe the coolant as well like you explained.
It would be nice to see Jonathan reacting to the weird guns of Warframe
Clem!
Clem Grakata!
Yessss He'd love the Soma
4:18 I believe plasma incenerators are able to be used by non-space marines (unlike bolters) hence why the plasma inc. has irons
I'd like to see Jonathan take a look at the guns from Witchfire. It's a Medieval fantasy FPS, but the guns are quite stylized 19/20th century designs, with some magic elements as well. It just released on Steam in Early Access.
Hi Jonathan, thanks for the shout out for the Lithgow Small Arms museum robbery. I live very close to them and I know they were devastated at the loss. A number were recovered but there are still a lot out there. The worst part was they were being reverse engineered to return them to functional status. The idea of irreplaceable historical artifacts being turned into sub par killing machine just because it was easier to steal museum exhibits than actual functioning firearms from the factory next door is disgusting.
It'd be great if Jonathan looked at the new M3 Carbine Night Vision that was recently added to H3VR, it looks like the best representation of prototype night vision in a game.
Silence, brothers! The Magos Jonathan Ferguson speaks.
Do you think you could make an episode about the Valkyria Chronicles weapons?
my Magnacore Plasma Rifle has holographic sights, but it is mounted not on top of the rifle, but kind of to the side (which makes sense because of how big plasma "rifle" is compared to normal human-sized rifle).
Thanks very much Jonathan, Dave and team. I love the art of all those 40K designs. So-called "plasma" is usually sci-fi space magic of course but I did notice quite a lot of recoil from those plasma weapons - almost like they were firing heavy solid projectiles.
I'll always watch these videos with Dave and Johnathan Ferguson, the Keeper of Firearms and Artillery at the Royal Armouries Museum in the UK, which houses dozens of weapons from throughout history through to the end. This is one of my all time favorite ongoing series on RUclips. Cheers, guys!
This was reallly fun! Enjoyed the Q&A as well. Super nice to hear you guys talk about some behind the scenes stuff.
19:07
If anyone searches among the comments for this information, Andrew Bradbury is the name of the artist, he also worked on Halo’s weapons and vehicles - as well as other things - before that, he’s super good at what he does.
just wanted to say good work to whoever did the thumbnail!
This was a nice episode to watch and the q&a section is a very nice addition. I hope the small arms museum get the help they need as well.
12:20 The flexible hose leading from the heavy bolter to the backpack is a power feed linking the gun's motor to the miniaturized fusion reactor inside the pack. Unlike the standard bolter which is recoil-operated, the heavy bolter is driven by an electric motor (technically making it a kind of autocannon) that chambers rounds as well as actuates the drum magazine. The thickness of the hose is due to it having an armored sheath, as if this was severed the gun would cease functioning. This is also why in-game the heavy bolter's fire rate increases as the trigger is held, it is the motor spooling up.
Always lovely to see you 'nerd out' over stuff, even if it's just a little bit, but you can see that your love for the topic is genuine ❤
One quick thing that was mentioned in the last video about Space Marine weapons not using straps:
The Devastation of Baal, chapter 5 p.73
And I quote: "A boxy stormbolter hung from a strap around his right shoulder"
Just saw your vid pop us as I was reading so I thought I'd let ya know
Thanks for the video and the Q&A!
Really enjoying the QnA portion !
Having seen tons of these episodes, it's a nice addition. Hope to see more soon ! :D
>4:30
spacehulk deathwing shows this with the terminator suits and weapons, the "scope" on the gun is not a scope, but an aiming device, the interface is directly into the brain, so you essentially seeing the crosshair move across your field of vision as you move the gun
Back in the DERA days, they attempted HUD sights etc... but it couldn't compare to the stability of the standard way of aiming in which the rifle is an extension of the arm in line with the MK1 eyeball.
Kudos for doing the Q+A section at the end, always interesting to hear other ppl's opinions 'bout stuff. Fleshes out the vid too.
Those cables from the backpack are a remant of ye olden days when the Heavy Bolter fired "caseless" ammo.
As the same suggests those are the cables that connects the gun with the power generator that provides the energy necessary to fire the ammo.
But at some point in time it kinda got forgotten that it was supposed to the caseless ammo and now we have heavy bolter spewing out casings and the cablings still there.
Ahhh i see, i was guessing the firing mechanism is like a chaingun, so the cable would be supplying the power to run the mechanism
You are teasing us with Jonathan cyborg version and a plasma weapon in the thumbnail.
It would be very interesting hearing him breakdown a plasma gun.
@@MrJJ86 probably need DARPA or USAF expert for that expert react vid
Suggestion for an update video for Squad. Since the last video the PLA, Turkish Land Forces, Russian VDV, and update to the Irregular Militia faction. The latest update even added an MP5 along with a bunch of new guns with the new PMC faction.
Some small arms that have been added since the last video of note would be:
M27 IAR - US Marines Automatic Rifleman kit
QBZ95-1 - PLA Rifleman kit
AK-12 - VDV Rifleman kit
AS-VAL - VDV Scout kit
MPT 76 -TLF Rifleman kit
MKE MGL - TLF Grenadier kit
SOR-109T - TLF Jandarma kit
MG3 - TLF Machine Gun kit
FN FAL with HE and AT rifle grenades- IMF Ambusher kit
Vz 61 Skorpion - IMF crewman kit
HK MP5 - PMC Raider kit
M14 - PMC Rifleman kit
AK 101 - PMC Rifleman kit
M16 w/ Magpul furniture - PMC rifleman kit
M4 w/ Daniel Defense furniture - PMC rifleman kits
M320 GLM - PMC Grenadier kit
M134 Minigun - PMC mounted on a light technical
We need another Helldivers gun review with the last 2 Warbonds! I especially want to see Jonathan react to the Flamethrower pistol!
this is one of the best things on the youtubes, and I hope it continues for many years to come.
I really do like the Q&A section, nice to just have a casual conversation between Dave and Jonathan Ferguson Keeper of Firearms and Artillery at the Royal Armouries Museum in the UK, Which Houses a Collection of Thousands of Iconic Weapons from Throughout History, even if short.
(Also, I have gotten really good at typing out that entire name.)
I would truly love to see Jonathan Ferguson, Keeper of Firearms & Artillery at the Royal Armouries in the UK react to Generation Zero, the guns look good and seems wel recreated.
Also the resistance trilogy
Valkyria chronicles! Seeing the weapons and gear evolve as the war rages on is awesome
Worth noting that marine weapons like bolters etc used to be stated as having a targeting system built in that linked the helmet directly to a small device above the barrel - GW even made a life size terminator helmet with a small screen fitted within, linked to a storm bolter with a camera built into the small protuding nub above the barrels. This was also shown on older weapon schematics.
Please Jonathan Ferguson, the keeper of Firearms & Artillery at the Royal Armouries museum in the UK, deconstruct & analyze the weapons of *METAL GEAR SOLID 3* before the remake comes out.
So many weapons in MGS3 to react and comment on like;-
- The Patriot's infinite ammo and drum magazine resembling an (∞) symbol as well as the tumbling bullets.
- The EZ tranq gun based off a Liberator pistol.
- Snake's customized officer M1911A1 and him whittling the pistol grip to use a knife for CQC.
- Ocelot's dual Single Action Army and his revolver juggling skills.
- The End's custom paratrooper Mosin Nagant with tranquilizer rounds.
- The Davey Crockett recoil-less nuclear launcher.
- Eva's chinese Type 17 mauser clone with her "bandit shooting" technique.
- Tatyana's single shot lipstick pistol.
- Volgin using his electricity to ignite and fire off 7.62mm bullets from his hands.
- The Boss's quick ability to disarm and disassemble Snake's pistols.
These are a few examples and there are so many more other interesting trivias and weapons in MGS3 so please Dave and Jonathan, please consider making a video for MGS3.
Not a bad shout guys for the remaster. In the meantime, Would love to see Jonathan react to weapons of the Killzone or FEAR series.
I think he's said before he is definitely interested but wants to play the game properly first
The Backpacks as you called them are portable fussion generators that power the Armor of the Marine but can also provide power for some weapons like for example the Multi-Melta.
Backpack designs with Ammo Belts seemingly also exist but look different as the ammo is set beliw the reactor
I'd be intrigued to see what John thinks of the weaponry from Witchfire. On one hand, the typical firearms seem feasible and grounded, but on the other, magic stake launcher crossbow.
Love this series for the meeting between history nerds and gaming nerds, but seeing Jonathan review stuff from 40k brings me a unique kind of joy.
In regards to the hoses on the heavy bolter, they're cables. That backpack is the whole power unit and exhaust for the entire suit of power armor, and part of the reason that the heavy bolter can fire so quickly is because not striker fired rounds; they're fired by an electric impulse
About the heavy bolter and autobolt heavy bolt rifle, the good explanation is the gun is motor assisted loading. If you look closely, the heavy bolter, and auto bolt has a spinning thingy, that would be it. I believe the box magazine was design like that similar to the ww2 japan army mg that can be feed with rifle clip, in this one the ad-mech design that, the box house an revolving chamber/lift and the motor spins pull the round into chamber and fire.
Dear Mr. Furguson, if a part 3 for this game is as possible, I would like to suggest that you take a look at the equipment used by the imperial guard troops seen through the game, including vehicle weapons if that’s not beyond the scope of the show. There’s a number of different armaments which are not used by the Space Marines but are very common and iconic throughout the setting of 40k and the factions of the Imperium, from the humble lasgun to the weapons of the Chimera APC to the mighty Leman Russ Main battle tank. In addition, as others have mentioned, several weapons used by the Space marines are used in smaller scale or different configs for the normal humans, one example being the plasma pistols being convertible into a shoulder fire version used by infantry.
Fun little chitchat at the end of the video about having sort of balance out of realistic, historical and scifi guns.
There's a little bit of reality and a lot of sci-fi in the guns of Deus Ex, mostly the Jensen games, that I think Jonathan would absolutely love (I believe he has talked about once or twice)
for Jonathan, theirs footage in the old dawn of war warhammer 40k games on pc... i think its the one where necrons dlc came out, the intro video shows the space marine looking at the necrons and you can actually see where his gun is aiming vs where hes looking as the gun sight moves around his vision. It really depicts that they do have the ability to not need sights, or aiming, and as for the ones with no helmets they often have implants that do the same function and or they aim by instinct.... but the reason for the iron sights is simply backup. Nothing beats a good old iron sights backup incase some warp shenanigans happens to mess up your helmets link to its weapon. As for why these aim in this game? id simply say gameplay mechanics to show the player your zooming in, or they could enforce the aiming reguardless to get them acustomed to it. (i think the dawn of war was soulstorm i think... dawn of war warhammer 40k had a few dlc stand alone games) ((oh and not dawn or war 2 or 3, i mean the original dawn of war))
I Would Like to see Jonathan Review the Guns of "Generation Zero"
I would also be Curious to see his Reaction to Robot Enemys in the Game.
I'm so happy to get the Q&A section. Also, I want to hop on the Valkyria Chronicles band wagon. I think there will be a weapon or two in that game that piques Jonathan's interest, or, at the very least, will give him something to talk about.
12:08 There may be a reason for that, though I am not so sure if it is correct. The backpack is basically a generator for the armor, powered by a Nuclear Core, and generates energy for the armor. The Heavy Bolter is a bit different than other Bolters in the sense that it also needs to be powered to work properly, which is why many armored vehicles have them on their hull. So the reason might be that the tubes are actually wires that circulate electricity through the Heavy Bolter to power it and make it work proper.
Seeing the MARS pistols firing would be a sight to behold!
I love the bulwark’s design. Holding the pistol with the shield attached to the arm has the rule of cool
So the hose things attached to some of the guns is actually a power supply cable from their backpack which acts as their suits reactor. In the case of the multi-melta its typically put in place where the ammo port is so it might be a slight design oversight. Some heavy Bolters do have it too but functionally one can only make assumptions what it does. Far as the magazines go its assumed the marine's maglock their spare mags to themselves so one can assume they also stay in the gun by some kind of maglocking as well.
Something Jonathan missed: That Las Fusil is clearly not firing a laser. It's obviously going much slower than the speed of light.
do you are rarted?
@@sneaky5141 ...
@@philosotree5876 man liked both his own comments,
answered my question thnx
@@sneaky5141 Kindly translate your og comment from faulty carbon monoxide detector
@@philosotree5876 buddy liked his third comment.
you cant predict gameplay like this
"To whom it may concern weapon" Is something i loved hearing
Can I say how much it improves my experience, as a 40k fan, that Dave knows his astartes. When jonothan brought out the cut out I was like "oh breacher squads" and its lovely that Dave can bring that up in the video
Also, thanks to Jonothan for trying to engage in what is often a comically daft universe
as to why ironsights, given the brutality of marine combat, I guess its good to have a "everything has broken" fall back. But I guess as gamers we're too used to aiming using sights
AFAIK the "hammer" of a bolt weapon is actually an internal piezoelectric ignitor. That thing on the back is to help disassemble them for maintenance and repairs.
Fun fact with the heavy bolter, the old design had it fed from a backpack. For primaris they changed it, but obviously didn't want to lose that badass silhouette so just stuck some "cooling" tubes connected to the backpack
7:56 I think it depends on the artist depicting it, since in Darktide, the back of the boltgun does move when fired.
In other depictions, it's a solid mass.
A lot of the accoutrements on the plasma gun may be due to it being available as both a rifle for Space Marines and a sort of squad support weapon for regular human troops. As opposed to the Bolter, which comes in both base human and Space Marine scales, with the two being essentially different weapons.
Jonathan Ferguson, the keeper of Firearms & Artillery at the Royal Armouries museum in the UK, seems to have forgotten that dramatically aiming down the sights fits the "rule of cool!" that makes Space Marines epic.
Do a part 3 where he has to figure out tyranid weapons, please.
"This hunk of rotten meat reminds me of the Italian Fucile Mitragliatore Breda modello 30"
"This loading spider which tears the carapace off the fleshborer grub exposing its spontaneously igniting innards to the air reminds me of the feed mechanism of the French Chauchat .30-06"
despite its mobile origins, the animations on guns in "blue archive" is actually pretty good, could be a fun time looking at the wide assortment they have avalible in the game.
boud to be a few that have yet to get shown off
I would love to see Jonathan take a look at the guns from the game Conqueror's Blade as they are more typical of early firearms technology to Napoleonic era technology. He can also look at the artillery in the game as well. Getting the armour expert back on to look at the armours of the units in the game would be a treat too!
Reasons for aiming down sights where you have targeting in your helmet
1: looks better in gameplay. It's warhammer thats a valid reason.
2: the targeting in your helmet can compansate for a lot, but it's probably significantly more accurate to know exactly where your gun is aiming by using the sights, and then having your targeting optics be your rangefinder and night vision and whatnot
3: in a target rich environment, the helmet optics may be overwhelmed trying to target any individual bug, so sticking them on the low setting and aiming doen sites is quicker and more accurate.
4: for scoped ones, thats easy, your helmet has limited space for sights, so sticking a scope on the bolt rifle lets you see things way further away than the minimal assistance offered by the helmet. There's really no need for it with in game scenarios, but lore wise you do get multi kilometre shots.
Hoping Jonathan can take a look at the guns of the Killzone series someday, particularly 2 and 3!
I think that even with HUD in the helmet/eye augment, the guns should still have a sight, so the soldier could still aim and fire normally if the system somehow malfunctions.
Warhammer guns use magnetics and gravity influencing mechanics for their magazines. Springs are extinct. Also, there are features on space marine guns that are left over from the Horus heresy when people actually made improvements and attachments for the bolters etc..
If helmet auspex fail, its good to have a backup on your gun, also the power armor helps stabilize the guns. These weapons have to be used by different people, sometimes regular humies too in trenches or stronghold positions or vehicles, thats why they have stocks and aiming reticles etc. Space marines have to do all the things with their hands, not just shoot, tho you still can have weapons on your armor, like calgar has.
Cool follow up, loved the Q&A
Would love to see Jonathan review the experimental and prototype weapons from Enlisted! He might have some great insight on certain ones.
I think one reason for why weapons have features that clash is that the individual parts are not manufactured together. Not that they are modular but the same way that car parts between different models are the same and just assembled differently.
I can definately see a carry handle for a Space Marine weapon still being used for an Imperial Guard weapon team's equipment.
You're right the Heavy Bolter should have an ammo backpack. I think the devs did this because on the table top each heavy weapon had a distinct backpack but in this game you can change weapons mid level.
12:00 The Heavy Bolter - perhaps the backpack *is* an ammunition tank but it feeds them nose-to-tail through the hose-like link, rather than side-by-side like a belt.
4:30 point shooting could be possible cause space marines live for thousands of years and almost all the time fight so the muscle memory would be insane
@4:16 This is mostly an inconsistency between lore and gameplay. In the lore Space Marines hip fire since their guns and helmets sync targeting data, this also allows those big pauldrons to act as a shield for the marine's upper body. In the games they substantially downsize the pauldrons for "better" looking character models and go for more traditional aim down sights style gameplay, since that is what most people are familiar and comfortable with.
Space Marines actually consider it a really dumb idea to aim down sights since it requires you to lift those massive pauldrons up, thus exposing a substantial amount of your torso to enemy fire.
The first weapon you use in the game is a Deathwatch bolt bistol. The eye lense of the scope is replaced with a big cable. Despite not being able to look through it if he wanted to, your character will still aim down sights if you zoom in.
Jonathan should have a look at the guns of SAO Fatal Bullet and COD Advanced Warfare.
Actually that is a backpack ammo chute and the box below was supposed to be for alternative ammo types on the alternative heavy Bolter.
So from the backpack you get regular bolter ammo and from the box on the bottom you would get anti-infantry or special anti armour versions of the bolter shells.
Nice Q&A.
May I request the FEAR series getting an episode?
And the recently released to Steam "Witchfire"?
It's incredibly cool that Johnathan gets approached by people like the team behind Alien:Romulus. Suspension of disbelief can only go so far, so having something that looks right helps.
The things on the bottom of the Plasma Incinerator are the ammo. Those are bottles of the liquid that the gun converts into plasma and stores in the glowing chamber along the barrel.
I'd like to see you do a breakdown of the weapons of snowpiercer. (Preferably the TV show as there's more but the film has a few nice things.) I think Jonathan would particularly like the brakeman's riot shield. (I think it only shows up at the end of series 3 as I don't remember seeing the jackals use it.) It's a small circular shield strapped to the arm but the interesting bit is the "batton lock?" on the front. It lets you rest the batton on the other side of the shield and lock the two together. The ability to switch between a small shield with the strength of both arms and the utility of being able to separate them. It's well designed for the hold and clash combat snowpiercer becomes accustomed to.